Learn how to make a juicy game in Godot 4
Learn how to make a juicy game in Godot 4, available at $84.99, has an average rating of 4.58, with 66 lectures, based on 135 reviews, and has 1885 subscribers.
You will learn about Theory behind game feel Bring a game from boring to juicy using everything from the course Godot specific implementation with the AnimationPlayer, Particles, Shaders, Sound Effects, etc… Tips and tricks specific to making games with Godot This course is ideal for individuals who are Beginner and intermediate gamedev using the Godot Engine It is particularly useful for Beginner and intermediate gamedev using the Godot Engine.
Enroll now: Learn how to make a juicy game in Godot 4
Summary
Title: Learn how to make a juicy game in Godot 4
Price: $84.99
Average Rating: 4.58
Number of Lectures: 66
Number of Published Lectures: 66
Number of Curriculum Items: 66
Number of Published Curriculum Objects: 66
Original Price: €39.99
Quality Status: approved
Status: Live
What You Will Learn
- Theory behind game feel
- Bring a game from boring to juicy using everything from the course
- Godot specific implementation with the AnimationPlayer, Particles, Shaders, Sound Effects, etc…
- Tips and tricks specific to making games with Godot
Who Should Attend
- Beginner and intermediate gamedev using the Godot Engine
Target Audiences
- Beginner and intermediate gamedev using the Godot Engine
A course focused on making everything juicy in a game using a breakout clone as a base game (project provided, we won’t recreate the game in the course) . We’ll go over everything needed to bring the game from boring to awesome using many technique such as:
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Animations (easing, bezier curves)
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Lerp (linear interpolation)
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Tween
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Damped oscillator
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Trails
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Particles
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Camera shake & movement
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Shaders
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Sound effects
The list is not exhaustive, please see the course outline for a glimpse into the topics that are covered.
Beside the techniques themselves, I also discuss how and why we want to do things a certain way. I explain the importance of using contrast in your effects, anticipation, layering and much more. Throughout the course, you’ll have many occasion to use the same techniques in different occasion and for different effects. You’ll also have the ability to explore things on your own.
I’ll show you tips and tricks along the way to make sure you get the most out of Godot and resources that can be useful and help you go further. You will walk away from this course knowing the techniques used to make a game juicy, how and when to use them. You’ll be able to implement juice in your own games and bring them to the next level.
This course will be helpful if:
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You have basic knowledge of programming and Godot
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You want to take your prototypes/games to the next level
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You want to make games more pleasing to play
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You feel like your game is boring but don’t know how to change it
Please note that we’re focusing on the game juice in this course. I won’t go over the fundamentals of programming or even Godot. The base game project is provided and we go over its structure quickly, but we don’t create the game from scratch. The first time we’re facing a new technique, I try to explain it in detail to make it as clear as possible, but you’re expected to know a bit about how Godot works. Also, game juice touches on a lot of complicated topics such as animation, visual effects and sound effects. This course is not here to teach you animations or visual effects. Still, I go over some fundamentals and I try to give you as much information as possible. Just don’t expect to learn animation or VFX through this course.
This course was made using Godot 4.0. It was the latest stable version of Godot at the time of creating the course. It should be compatible with all the future versions of Godot. In one chapter, I’m using Godot 3.5 to demonstrate how to tuse glow, as it was not implemented in 4.0.
Multiple lessons are available to for you to preview for free. Please take a look at those videos before enrolling to know if this course is right for you!
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction
Lecture 2: What is game juice?
Lecture 3: Why is it important?
Lecture 4: Examples from juicy games
Lecture 5: Base project walkthrough
Lecture 6: The impact of assets
Chapter 2: Ball
Lecture 1: Bounce animation
Lecture 2: Scale based on velocity
Lecture 3: Trail
Lecture 4: Bounce particles
Lecture 5: Ball bounce particles instantiation
Lecture 6: Bump particles
Lecture 7: Hitstop
Lecture 8: Hitstop when bumping
Lecture 9: Appear animation
Lecture 10: Explode animation
Lecture 11: Decceleration
Lecture 12: Lerp color based on velocity
Lecture 13: Speed particles
Lecture 14: What we've learned
Chapter 3: Camera
Lecture 1: Intro
Lecture 2: Shake
Lecture 3: Movement: offset & zoom
Lecture 4: Changing CanvasLayer viewport mode
Lecture 5: What we've learned
Chapter 4: Paddle
Lecture 1: Lerp movement
Lecture 2: Animate movement: lerp angle
Lecture 3: Animate movement: damped oscillator
Lecture 4: Engine particles
Lecture 5: Active bump animation
Lecture 6: Bounce animation
Lecture 7: Dash ghosts
Lecture 8: Hitstop when bumping
Lecture 9: Laser
Lecture 10: Glow in Godot 3.5
Lecture 11: What we've learned
Chapter 5: Bricks
Lecture 1: Spawning animation
Lecture 2: Tween spawning bricks
Lecture 3: Effects when changing value
Lecture 4: Destruction particles
Lecture 5: Destruction particles part 2
Lecture 6: Bomb explosion particles
Lecture 7: Energy & bomb wiggle animation
Lecture 8: What we've learned
Chapter 6: User Interface
Lecture 1: Stats animation
Lecture 2: Stats animation part 2: shaker node
Lecture 3: Clear level animation
Lecture 4: Death screen animation
Lecture 5: Energy bar wiggle & particles
Lecture 6: Ultimate announcement
Lecture 7: What we've learned
Chapter 7: Sound Effects
Lecture 1: How to create SFX using gdfxr
Lecture 2: Ball SFX
Lecture 3: Other SFX
Lecture 4: SFX results
Lecture 5: What we've learned
Chapter 8: Details
Lecture 1: Joypad vibration
Lecture 2: Background animation on ball collision
Lecture 3: Background how to go further
Lecture 4: Combo size and filling animation
Lecture 5: Bump timings animation
Lecture 6: Lava shader and particles
Lecture 7: Lava particles when ball entering
Lecture 8: Stage clear and death sequence
Lecture 9: What we've learned
Chapter 9: Conclusion
Lecture 1: Congrats, you made it until the end!
Instructors
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Victor Meunier
Full time indie game developer
Rating Distribution
- 1 stars: 1 votes
- 2 stars: 2 votes
- 3 stars: 8 votes
- 4 stars: 31 votes
- 5 stars: 93 votes
Frequently Asked Questions
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